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    The Game of ThronesExpansion: A Clash ofKings

    Thank you for acquiring the ACLASH OF KINGS

    expansion for the A GAME OF THRONES board game.

    Included in this expansion set are a number of excitinggame options that you may introduce to your A GAME

    OF THRONES board game experience.

    Most notably, the A CLASH OF KINGS expansion

    introduces the new House Martell hailing from sun-

    kissed southern Westeros. Not only does this addition

    allow you to play A GAME OF THRONES with six

    players, but it adds a dramatic new balance of power to

    the struggle for the Iron Throne.

    Here is a complete list of the game options and compo-nents that the A CLASH OF KINGS expansion provides:

    Game Option 1) House Martell

    Game Option 2) The new House Cards

    Game Option 3) Fortifications

    Game Option 4) Siege Engines

    Game Option 5) The Ports of Westeros

    Game Option 6) The One-Time order tokens

    Game Option 7) Westeros Phase game variant

    Game Option 8) Battle variant

    Game Option 9) The revised three-player game

    Also, at the back of this rules set, you will find a com-

    prehensive list of the most frequently asked questions for

    the A GAME OF THRONES board game.

    ComponentsEnclosed in this box you will find the following compo-

    nents:

    7 House Martell House Cards

    42 New House Cards6 House Start Cards (for the six-player game)

    15 House Martell Order tokens

    20 House Martell Power tokens

    3 House Martell Influence tokens

    1 House Martell Supply token

    4 Wooden House Martell Knight units

    6 Wooden House Martell Ship units

    10 Wooden House Martell Footman units

    18 Wooden Siege Engine units (6 colors)

    9 Wooden Fortification tokens (Grey)30 One-Time order tokens

    8 Port tokens

    1 Influence Track board overlay (in two pieces)

    1 Westeros board overlay (in two pieces)

    A Foreword from theDesigner

    It is with no small delight that I am able to pres-

    ent the CLASH OF KINGS expansion for the A

    GAME OF THRONES board game.

    The creation of the A GAME OF THRONES

    board game itself was a lengthy process that

    started in the early fall of 2002 and continued to

    the late spring of 2003.

    The design that you have gotten to know draws

    its inspiration from both a love of George R.R.

    Martin's wonderful books and from a deep loveof the classic intrigue/diplomacy games of my

    gaming past. An obvious inspiration for the

    game design is the classic DIPLOMACY (a

    game that both George and I admire greatly),

    and a much less obvious inspiration is that of

    the brilliant EL GRANDE by Wolfgang Kramer.

    I have also heard that A GAME OF THRONES

    has passing similarities to the old game KING-

    MAKER, which I have never played (but I

    know that it certainly shares a theme with A

    GAME OF THRONES).

    The initial key concepts of the simultaneous

    order system and the structure of the Westeros

    Phase were designed during countless hours of

    brainstorming and scribbling on notepads at

    weekend visits to coffee shops. The supply sys-

    tem and the key idea of the central Influence

    Tracks came to me after the first testing sessions

    at the FFG offices. The first incarnation of the A

    GAME OF THRONES board game featured a

    dice-heavy battle system, which was scrapped

    for the very deterministic and structured systemthat the game has today. In the end I think that

    we ended up with a really solid, elegant, and

    quite clever system.

    It is also worth noting that A GAME OF

    THRONES would not have achieved the same

    success and critical praise if not for the stellar

    graphic design of FFG's Scott Nicely and input

    from the other excellent developers at FFG. In

    many ways, the AGAME OF THRONES board

    game was a "perfect storm" of game mechanics,

    beautiful graphics, and a great setting.

    So why an expansion? Most filmmakers will tell

    you that "no film is ever really finished, just

    abandoned." Unlike my good friend ReinerKnizia, who can brilliantly design (and at a far

    faster rate than me) a principal game mechanic

    from the core and build up, I tend to design

    games from the "top down." This means that my

    initial prototype designs are often riddled with

    mechanics and complexities that are, one by

    one, shaved away and/or adapted until they form

    a simpler whole. Thus, the version of A GAME

    OF THRONES that you play is actually a far

    simplified and far different version than my

    original prototype.

    The success of the AGAME OF THRONES

    board game has given me the luxury to add

    some more elements to the game, making the

    game (in my opinion) deeper, richer, and more

    complex. The additional game options included

    in A CLASH OF KINGS are partially derived

    from my original design, partially born from

    new ideas, and partially in response to player

    suggestions. They are ideas nurtured from

    countless games and tempered by the reactions

    and observations of the marketplace.

    As you peruse the CLASH OF KINGS expan-

    sion, you will find it a potpourri of options,

    rather than an ambitious change to the core

    game state. These options reflect the ideas and

    issues I wanted to include in the game for rea-

    sons of both theme and actual play. As much as

    the original AGOT game remains my definitive

    vision of the core game, I love the concepts and

    details that this expansion will allow players to

    experience.

    In the end, I very much hope that the CLASH

    OF KINGS expansion will allow players to

    approach AGOT in a new, refreshing way and

    be enticed to stay under the exciting blue skies

    of Westeros for just a little while longer.

    Winter is Coming,

    Christian T. Petersen

    Designer, A GAME OF THRONES

    C.E.O. Fantasy Flight Games

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    Before you play the game for the first time, carefully

    punch out the cardboard tokens from their frames so that

    they do not tear.

    Using this ExpansionWhile the A CLASH OF KINGS expansion introduces a

    significant number of new game options, it is intendedthat you should only select the game options that are

    most interesting to your play group. Each option is flexi-

    ble enough to be added to a game of any number of

    players, and all the options are compatible with each

    other.

    Option One: House Martell

    Enclosed in your ACLASH OF KINGS expansion you

    will find the components needed to use House Martell

    (orange pieces) to play a six-player game of A GAME

    OF THRONES.

    P reparing for the six-player gameThe first thing you will do to prepare for a six-player

    game is to place the two map overlays (the 6 Player

    Areas of Influence Overlay and the Southern Westeros

    Overlay) on top of the original game board as show on

    the diagram. These overlays change the geography of

    Westeros and the Areas of Influence, allowing for the

    addition of House Martell.

    Note that the "neutral army" Sunspear token found in

    the original game is not used in the six-player game.

    Randomly selecting a HouseNote that, for the six-player game, the starting posi-

    tions for the houses have changed, and, of course,

    House Martell has been added. Thus you will find 6

    new House Start Cards included in this expansion for

    the purposes of randomly drawing a players House and

    for providing players with their new starting positions.

    P laying the six-player gameOther than the changes to the game board and the new

    positions in the Areas of Influence, the rules and struc-ture of the six-player game remain identical to the reg-

    ular A GAME OF THRONES game (with the excep-

    tion of the new victory conditions, see below). The

    addition of House Martell, however, dramatically

    changes the political and military situation of the game,

    so be ready for a whole new A GAME OF THRONES

    experience!

    Six-P layer Game Victory ConditionsIn a six-player game, the player to first control 6 cities

    and/or strongholds immediately wins the game.

    It is recommended that House Martell only beused in a full six-player game.

    Option Two: The NewHouse Cards

    In your CLASH OF

    KINGS expansion,

    you will find a com-

    plete new set of

    House Cards for the

    six great Houses.

    The card backs of

    these new House

    Cards are illustratedwith the respective

    House shields as well

    as a crown. This dif-

    ferentiates them from

    the normal House Cards

    found in the basic game that fea-

    tured only the single House Shield on the

    back.

    The new set of House Cards found in ACLASH OF

    KINGS completely replaces the House Cards provided

    in the original game and gives players seven entirelynew cards for their House. These new cards have new

    text abilities and a higher variance in combat strength,

    giving the characters from A SONG OF ICE AND FIRE

    a more pronounced role in the game.

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    Setting up the Six P layer Game Board

    When playing a six-player

    game of A GAME OF THRONES,

    it is necessary for the regular map and the

    Areas of Influence on the game board to be

    changed to accomodate the addition of House

    Martell.

    After you have taken the game out of the box, set up

    the game board as illustrated above using the two

    Map Overlays that are provided in your A CLASH

    OF KINGS expansion set.

    Note that you

    place the Westeros map

    overlay (showing the new

    Southern Westeros) directly on

    top of the bottom portion of your

    regular board by carefully lining up

    any overlapping areas. Likewise, the

    new six-player Areas of Influence overlay is placed

    directly on top of the Areas of Influence on your old

    board, completely hiding the old information.

    The back of a

    normal House

    Card

    The back of a

    new House

    Card

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    It is important that you do not mix the two card sets (the

    old and the new) and that all players play with the same

    type of House Cards (the two sets are not designed to

    intermix). Note that the CLASH OF KINGS expansion

    includes two sets of cards for House Martell. One set for

    playing against the original House Cards (without a

    crown printed on the back) and another set for this game

    variant (printed with the crown).

    The new House Cards are played exactly like the House

    Cards in the original game.

    Option Three: Fortifications

    Enclosed in your CLASH OF KINGS expansion, you

    will find nine grey wooden Fortification pieces.

    Fortifications are used to strengthen key defensive areas

    when your forces may be weak or are allocated else-

    where.

    How to build a Fortification

    During the Resolve Consolidate Power Orders step ofthe Action Phase, rather than executing a Consolidate

    Power Order token to receive power, a player may

    choose to execute the order and place a Fortification in

    the area instead (thus forfeiting any power that he may

    have received).

    Example: The Baratheon player has placed a

    Consolidate Power order on King's Landing here during

    the Planning Phase. During the Resolve Consolidate

    Power Orders step of the Action Phase, the Baratheon

    player may now execute this order to eithera) collect

    three power tokens (one for the order itself and an addi-tional two for the two crowns on King's Landing), orb)

    place a Fortification on the King's

    Landing area.

    The Baratheon player,

    worried about the

    Lannister army

    directly to the

    West,

    chooses to place a Fortification token on King's

    Landing.

    Effects of a FortificationAn area containing a Fortification grants the defend-

    ing player an automatic +1 to his total combat strength

    and reduces the combat strength of all Knight units

    attacking or supporting the attack by 1.Note that this

    penalty is applied to any Knights that are supporting the

    attack as well as the Knights that are actually marching

    into the fortified area. Also note that defending Knight

    units, or Knights supporting the defense, do not suffer

    this penalty.

    Abandoning FortificationsAs soon as a player's last unit leaves the area (by either

    Marching out voluntarily or retreating), the Fortification

    is immediately removed. Thus it is not possible to take

    over an opponent's Fortification. Note that Fortifications

    are always lost when the last friendly unit leaves, even if

    the player has established control over the area with a

    Power token.

    Fortifications cannot be placed in a Sea area (you will

    remember that Sea areas cannot receive Consolidate

    Power tokens). Also, Fortifications may not be placed in

    a Port (see the optional rules for Ports later in this rules

    set).

    Attacking a Fortification

    Last turn, the Baratheon player built a

    Fortification in the area of Kings Landing. This

    turn the Baratheon player has again placed a

    Consolidate Power Order on Kings Landing(hoping to collect 3 power tokens during the

    Resolve Consolidate Power Orders step of the

    Action Phase).

    The patience of the Lannister player has run

    out, however, and the Lannister player decides

    to March upon King's Landing with his army of

    3 Knight units from Blackwater (using a +0

    March Order).

    Because of the Fortification in King's Landing,

    the basic attacking combat strength of the

    Lannister army is 3 (one for each Knight) and

    the basic defending combat s trength forBaratheon is also 3 (one for each Footman and

    one for the Fortification token itself).

    Without the Fortification, the Lannister army

    would have been an overwhelming 6 strength

    against a defending Baratheon strength of 2.

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    There can only be nine Fortifications in play at any one

    time. If all Fortifications are in play, players cannot build

    additional Fortifications until one is removed from the

    board and becomes available once again.

    Since Consolidate Power Orders are resolved in the

    order of play, two players will never claim the last

    Fortification token simultaneously.

    An area can never contain more than one Fortification.

    Option Four: Siege Engines

    Enclosed in the CLASH OF KINGS expansion, you will

    find three Siege Engine units for each of the six great

    Houses (for a total of 18 wooden tokens). These repre-

    sent the men, beasts, and wooden devices of destruction,

    used to assault and besiege Fortifications, Cities, and

    Strongholds.

    The Siege Engine is a land unit like Knights and

    Footmen. Siege Engines count towards Supply limits,

    and they come into play via mustering like any other

    unit. Siege Engines cannot March into a Sea area, yet are

    allowed to use Sea Transport.

    When built, Siege Engines, like Knights, cost two mus-

    tering points. While mustering, a player may upgrade a

    Footman to a Siege Engine at the cost of one mustering

    point (following the same rules for upgrading as apply to

    Knight units).

    The Effect of Siege EnginesSiege Engines, when attacking (or supporting an attack

    against) a City, Stronghold, or Fortification, have a basic

    combat strength of 4. When defending, however, or in

    all other combat circumstances, a Siege Engine has a

    combat strength of 0.

    Siege Engines cannot retreat and are immediately

    destroyed if forced to do so. Siege Engines cannot be

    chosen as casualties due to House Card sword icons.

    Note that this forces a losing player to choose other(non-Siege Engine) units to be put to the sword, poten-

    tially resulting in devastating losses as both regular

    casualties are inflicted and Siege Engine units are auto-

    matically destroyed.

    Using Siege EnginesUnder the right circumstances, Siege Engines are the

    most potent military unit. Yet they are extremely vulner-

    able on defense, and they rely greatly on attacking first,

    which makes initiative and the order of the Iron Throne

    especially important.

    Due to their fragile nature, Siege Engines are best usedas support in attacks against Cities, Strongholds, and

    Fortifications. By supporting rather than marching into

    battle themselves, they are not vulnerable to immediate

    destruction from retreat in the event that the attack is

    lost.

    House Lannister is again marching on King's

    Landing. Lannister attacks the Stronghold with an

    army of one Knight and one Siege Engine from

    Blackwater, supported by a Stark army of one

    Siege Engine and one Footman from Crackclaw

    Point. This makes for a total attacking combat

    strength of 11 (8 for the two Siege Engines, plus

    one for the Footman and two for the Knight).

    The defending Baratheon player has two

    Knights, a +2 Defense order, and is supported by

    his own fleet of one Ship in the Blackwater Bay.

    This gives him a defending combat strength of 9.

    Should Lannister lose the battle, the attacking

    Siege Engine from Blackwater would be immedi-

    ately destroyed, but Stark's supporting Siege

    Engine would be unharmed.

    Example of using Siege Engines

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    Option Five: The P orts ofWesteros

    Enclosed in your CLASH OF KINGS expansion, you

    will find eight circular tokens, each representing a Port

    in the land of Westeros.

    Each Port token belongs to a specific Land and Sea area.

    If a Land area meets multiple Sea areas, the Port token

    will denote exactly which Sea area it adjoins.

    Before beginning a game, place the eight Port tokens on

    the map, so that they partially overlap the Land area and

    the adjoining Sea area.

    Using P ortsPorts represent a new special area governed by specialrules. These are as follows:

    - Port areas may only be occupied by Ship units.

    - Ships in a Port area may receive Order tokens as nor-

    mal (but note that a Defense Order given to a Port is use-

    less, since Ports can never be attacked directly). Under

    certain conditions, Ships in a Port may receive the

    Consolidate Power order, see more details below.

    - Ports function as special areas between the Land and

    Sea area. Only the player controlling its land area mayuse the Port and is considered thePort owner.

    - A Port owner's ships may March from the Sea area into

    the Port, or may March from the Port into the Sea area.

    Note that enemy ships may never March into a Port

    owned by another player.

    - A Port may never contain more than three Ship units at

    one time. Ships in Port are still subject to normal supply

    rules.

    - When a Land area that contains a Port musters newunits, the mustering player may place Ship units directly

    into the adjacent Sea area (using the normal rules of

    mustering) or the player may place a newly mustered

    Ship directly on that area's Port.Important note: Players

    are allowed to muster new Ship units into a Port,

    even if the Sea area is occupied by enemy Ships.

    - Ships in Port may Support a battle in the Sea area

    but may not support a battle in the Land area.

    - Ships in Port may Raid the Sea area, but not the

    Land area.

    - Enemy Ships in the Sea area may Raid any

    Support, Raid, or Consolidate Power orders in the

    Port as normal.

    - If a Port's land area is successfully invaded by

    another House, the conquering player may immedi-

    ately replace the Ship units in the Port area with his

    own unused Ship units. That player must still stay

    within his supply limits, and if he cannot, he must

    remove the Ship units, one by one, until he is incompliance with his Supply limit. Such an invading

    player may choose not to take over the Ships in the

    Port and destroy them immediately after invading the

    Land area. If the player does decide to take the

    Ships, however, he may not choose to destroy them

    at a later time.

    - A One-Time order (see later) may never be placed in

    a Port area.

    - During the Planning Phase, a player may place a

    Consolidate Power order on a Port that contains at least

    one ship. If, during the Resolve Consolidate Power

    Orders step of the Action Phase, there are no enemy

    ships in the Sea area, the player may execute the

    Consolidate Power order to claim a Power token as nor-

    mal. This simulates trade with the free cities and the

    other exotic locations in the world ofA Song of Ice and

    Fire.

    - During the Westeros Phase, when a 'Game of Thrones'

    Westeros Card is resolved, players receive one Power

    token for every friendly Port containing at least on Ship

    unit, as long as the Port's Sea area does not contain

    enemy Ship units (in which case the player receivesnothing). This also represents the wealth of trade, as

    mentioned in the point above.

    Option Six: The One-T imeOrder Tokens

    The square One-Time order tokens represent an exciting

    addition to the A GAME OF THRONES planning phase

    and add a new layer of strategy options to the Planning

    Phase.

    P laying with One-T ime ordersBefore the game begins, each House receives their five

    One-Time order tokens (identified by the House

    Shields). These represent three new special orders for all

    the Houses and one new unique special order to each

    House. Unlike the regular orders, which are retrieved

    after each turn and may be used again and again, the

    One-Time order tokens are single-use orders and are

    removed from the game after they have been in play.

    Each House is provided with two "Recruit," one "Supply

    Caravan," one "Forced March," and one unique order.

    When playing A GAME OF THRONES with One-Time

    orders, the Planning Phase is divided into three separatesegments as follows:

    The Planning Phase:

    1) Place One-Time orders

    2) Place regular orders

    3) Reveal all orders

    During step one, in the order of play, each player may

    place one (and only one) One-Time order on the board.

    As with the normal orders, the One-Time order must be

    placed in an area containing at least one unit of a play-er's House. The One-Time order is placed face down and

    is revealed at the end of the Planning Phase along with

    the regular orders.

    Port token

    As illustrated above, at the beginning of the

    game, the Sunspear Port is placed so that it

    partially overlaps the land area of Sunspear

    and the Summer Sea (note that this Port does

    not enter into the Sea of Dorne).

    P lacing A Port Token

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    The Supply CaravanThe Supply Caravan is resolved during the Consolidate

    Power Orders step of the Action Phase. When resolved,

    its player may immediately increase his/her Supply level

    on the Supply track by the num-

    ber of Barrel icons in the area.

    Thus a player can temporarily

    inflate his Supply until thenext Supply card is resolved

    during the Westeros Phase

    (when the player must move

    his Supply level back to its accu-

    rate level).

    Example: During the Planning Phase, the Lannister

    player has placed a Supply Caravan order in the

    Blackwater area (which contains two Barrel icons).

    During the Consolidate Power Orders step of the Action

    Phase, the Lannister player executes the One-Time order

    and moves his supply token from 3 (his current level) to5, allowing him to field dramatically more and larger

    armies. Two turns later during the Westeros Phase, a

    Supply card is drawn, and Lannister must adjust his

    Supply to its true level once again.

    The Forced MarchThe Forced March order is resolved during the Resolve

    March Orders step of the Action Phase.

    When executing a Forced

    March, a player may immedi-ately move any number of

    friendly units from one or

    more adjacent areas into its

    area. Note that any areas

    reached by friendly Ship

    Transport are considered adjacent for the purposes of

    Forced March. Also note that this order may be used

    both in Sea and Land areas (but, as always, Land units

    cannot move into a Sea area or vice versa).

    When using a Forced March, you must still stay within

    your supply limitations at all times.

    The Forced March can be a powerful tool

    of mobility, especially when

    combined with a regular

    March order. A great

    tactic is to use

    your

    Forced March order to bring together a substantial force,

    and later use a regular March order (assuming that onewas placed in the same area during the Planning Phase)

    to move the gathered force into battle.

    The Unique One-Time Orders

    The following orders are each unique, with each House

    receiving only one such order for their House.

    House Greyjoy: The I ronFleet

    The Iron Fleet is resolved dur-ing the Resolve Raid Orders

    step of the Action Phase. When

    executing this order, the

    Greyjoy player may remove any

    two adjacent orders (including Defense Orders and

    March orders, but not other One-Time orders). Note thatThe Iron Fleet, like a regular Raid order, is vulnerable to

    cancellation by a Raid resolved earlier in the order of

    play. (This goes for all One-Time orders affiliated with

    the Raid icon).

    House Stark: The Young WolfThe Young Wolf is resolved during the Resolve

    Raid Orders step of the Action

    Phase. When executing this

    order, the Stark player may

    immediately move units from

    this area as if a March Order

    had just been executed,

    except that that no battle

    may result from this movement (thus when executing

    SupplyCaravan

    ForcedMarc

    h

    Example of a Forced March

    The Baratheon player has played his Forced March and a regular March (+0) order on King's

    Landing. During his first March option, he chooses to resolve the Forced March, and moves a

    Knight unit from Dragonstone (using Ship Transport) and one Footman unit from Crackclaw Point

    into King's Landing.

    For his next March option, the Baratheon player will execute his regular March order in King's

    Landing to March against the Lannisters in Blackwater.

    TheIronFleet

    TheYo

    ungWolf

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    The Young Wolf, the Stark player cannot move any units

    into an area containing enemy units).

    Note that since The Young Wolf order is executed before

    the regular March Orders, it can be used effectively as a

    surprise advance (particularly in combination with other

    regular March orders) or as a quick reinforcement move

    to a vulnerable area.

    House Tyrell: The Might Of Highgarden.The Might of Highgarden is resolved during the Resolve

    Consolidate Power Step of the Action Phase. When

    executing this order, the Tyrell

    player must immediately dis-

    card a House Card from his

    hand. He may now claim a

    number of Power Tokens from

    any combination of other

    Houses with units adjacent to

    the area. The total number of Power tokens claimed

    in this way must be equal to or less than theCombat Strength of the discarded House Card.

    If the Tyrell player discards his last House Card in this

    fashion, he may immediately reclaim all his discarded

    cards (as if he had just used his last House Card in a bat-

    tle).

    House Martell: The Scorpion's StingThe Scorpion's Sting is resolved during the Resolve Raid

    Orders step of the Action Phase.

    When executing this order, theMartell player may select and

    discard a single House Card

    from every House with units

    adjacent to its area, with the

    following exceptions:

    1) "Melisandre" (Baratheon) may never be discarded as a

    result of the Scorpion's Sting.

    2) House Martell may not discard a players last House

    Card (thus a player with only one card remaining in his

    hand is not affected by the Scorpion's Sting).

    House Lannister: The Lion's CunningThe Lion's Cunning is resolved during the Resolve

    Raid Orders step of the Action

    Phase. When executing this

    order, the Lannister player

    may name a House with units

    adjacent to its area. The

    named House may not March,

    Support, or Raid against (but

    may still support in defense of) an area controlledby House Lannister for the remainder of that turn.

    House Baratheon: The Will of R'hllorThe Will of R'hllor is resolved during the Resolve Raid

    Orders step of the Action

    Phase. When executing this

    order, the Baratheon player

    must immediately discard the

    "Melisandre" House Card

    from his hand, after which he

    may do one of the following:

    A) remove one Defense Orders from anywhere on the

    board, or B) remove one Support order anywhere on the

    board.

    If the Baratheon player is unable or unwilling to discard

    the "Melisandre" card, the Will of R'hollor is removed

    from the game with no effect.

    Option Seven: The Clash of

    Kings Westeros P haseVariant

    The original Westeros Phase in the A GAME OF

    THRONES board game was designed to create a sense

    of strategic uncertainty, rewarding players who were

    willing to adopt a flexible strategy as well as rewarding

    players willing to take a chance. The original Westeros

    Phase also keeps every session of A GAME OF

    THRONES unique and fresh. Yet, there are many experi-

    enced players who may wish for a more predictableseries of events during the Westeros Phase.

    A game that uses the CLASH OF KINGS Westeros

    Phase variant uses the Westeros Decks in a much differ-

    ent manner than during a normal game. To set up your

    game for this variant, follow these steps:

    1) Separate and shuffle the three Westeros Decks (as nor-

    mal).

    2) Draw the top three cards from each deck and place

    them face up neatly in a column of three cards above

    their respective decks.

    When the first Westeros Phase is resolved during the

    second game turn, do not draw any Westeros Cards to

    begin the Phase, but resolve the TOP CARD of the three

    columns in order (I, II, and II) as if those three cards had

    been drawn during a normal Westeros Phase.

    After the cards have been resolved, do the following:

    1) Place the used Westeros Cards on the bottom of their

    respective decks.2) Push the two remaining cards above each Westeros

    deck up so that new space is created for a third card just

    above each deck.

    3) Draw a new card from each Westeros Deck and place

    it in the newly created position immediately above each

    deck.

    In this way, during each Westeros Phase, the top card of

    each deck column is resolved, and the other six cards are

    pushed a turn closer to resolution (and a new card

    appears). This unique mechanic grants players the fore-

    knowledge (except for when "Winter is Coming" is

    resolved) of what will happen during the Westeros Phasein the three upcoming turns. This option can dramatical-

    ly change the way the game is played, as the need for

    strategic flexibility can be replaced with focused

    certainty.

    The "Winter is Coming" Westeros Card provides the

    only element of uncertainty in this variant. Resolve this

    card as you would in the regular game by placing the

    card back in its respective deck, shuffling the deck, and

    drawing a new Card which is immediately resolved as if

    it were the top-most card of the column.

    See the detailed example on the next page.

    Option Eight: The Clash ofKings Battle Variant

    This game option is one for players (like the designer)

    who seeks a little more excitement, bluffing, and unpre-

    dictability during the battles of the A GAME OF

    THRONES board game. When using this option, the

    procedure for battles changes to the following:

    Proceed with a battle as usual, until it is time for each

    player to secretly pick a House Card. Instead of choosing

    just one House Card, a player must now secretly choose

    three cards from his hand. After both players have

    secretly picked their three cards, the opponent draws a

    random card from the three. The two House Cards that

    were not drawn are immediately returned to their own-

    ers' hands.

    The two cards that were drawn are now the House Cards

    that will be used in the battle, and the battle continues as

    normal.

    When using this game option, a player returns all of his

    House Cards to his hand after using or discarding his

    fifth House Card (normally this would happen when the

    seventh card is played). Thus a player will never have

    less than three House Cards in his hand at any one time.

    This option places a greater risk and uncertainty in bat-

    tles, and makes for a less deterministic approach to bat-

    tles. It also creates an interesting conundrum of strategy,bluffing, and card management when planning your

    attacks and defenses for the turn.

    The

    MightofHighgarden

    TheScorpionsStin

    g

    TheLionsCunning

    TheWillofRhllor

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    Option Nine: The ThreeP layer Game Variant

    The above overlay is found on the reverse side of the

    Areas of Influence game board overlay used for the

    House Martell option described earlier in this rules set.

    When using this option, before starting a three-player

    game, simply place the map overlay on top of the game

    board, completely covering the Areas of Influence with

    the new information.

    This simple variant changes the availability of Special

    orders, and makes a good position on the Kings Court

    track more important.

    Frequently Asked QuestionsBelow are answers to some of the most commonly askedquestions for the A GAME OF THRONES board game

    as well as a few game suggestions.

    Suggestion: Competitive 5-P layer GamesWhen playing a 5-player game, if you feel that

    Lannister's starting position is too weak, then we recom-

    mend the following minor change to the game setup:

    In the 5-player game, switch the starting "Tyrell" and

    "Greyjoy" position on the "King's Court" track (thus

    leaving Greyjoy in the 5th position and Tyrell in the 4th

    position).

    The Westeros CardsQ: When the Westeros card `Winter is Coming' comes

    up, do I shuffle and redraw or shuffle and wait until next

    turn to draw?

    A: You reshuffle and redraw a new card immediately.

    Q: When Rains of Autumn (Footman units provide no

    combat strength while supporting) is active, and a

    Special Order Support +1 is played in an area with one

    footman, how much combat strength is provided from

    that area?

    A: 1. Only the 1 from the Support +1 order actually

    counts. The footman technically has a 0 combat strength

    while supporting.

    SupplyQ: What are the starting "Supply" levels for each player?

    A: Each player has a starting Supply equal to the barrels

    in the territory they control at the start of the game. That

    is, 1 each for Stark and Baratheon, 2 each for Lannister

    and Greyjoy, and 3 for Tyrell.

    Q: Can I make a march that violates my Supply limits in

    order to voluntarily remove some of my units on the

    board?

    A: No. You can never voluntarily violate your Supply

    limits when moving units.

    Wildling AssaultQ: When a Wildling Attack has been lost, if you surren-

    der a unit, leaving a region vacant, can you place a

    power token in the region to retain control of the region?A: No. You are only allowed to establish control of a

    region by placing a power token when your units are

    leaving the region. Being killed by the Wildlings is not

    "leaving."

    Q: When you lose a battle to the Wildlings, can you

    downgrade knights to footmen to pay for the muster

    points instead of removing units?

    A: No. You can only remove units to pay for Wildling

    losses.

    P lacing OrdersQ: Do you have to place an order in each of your areas

    with units in them if you can?

    A: No. You do not have to give an order to each area you

    have units in. However, units in an area with no order

    1) It is the first Westeros Phase of thegame, and the players are using the A

    CLASH OF KINGS Westeros Phase vari-

    ant. The three cards to be resolved this

    turn (the top cards of the three columns)

    are "Mustering," "Clash of Kings," and

    "Winter is Coming."

    The Mustering card and the "Clash of

    Kings" card are resolved normally, and

    then placed on the bottom of their respec-

    tive decks. "Winter is Coming" in column

    III is resolved by placing "Winter isComing" back on the bottom in deck III,

    shuffling the deck , and then drawing (and

    resolving) the top card immediately. The

    new card drawn is the "Last Days of

    Summer" forcing the players to advance

    the Wildling Threat counter. Then the

    Last Days of Summer" is placed at the

    bottom of deck II (because that card in

    itself does nothing).

    Example of the Westeros P hase Variant

    2) After the three top cards have beenresolved, the remaining six cards are

    moved up (so that the new top cards for

    next turn are Last Days of Summer (I),

    A Game of Thrones (II), and Storm of

    Swords (III). After the cards have been

    moved, the three top cards are drawn from

    each deck and placed in the newly vacated

    position above each respective deck.

    After this, the Westeros Phase is over and

    play proceeds to the Planning Phase.

    Note that when using the Westeros Phase

    variant, players will be able to see the

    upcoming Westeros cards for the next

    three turns.

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    cannot act that turn.

    The Messenger RavenQ: If I have the Messenger Raven, and I want to swap a

    unit's order with another one that is already on the board,

    may I?

    A: No. You may only swap a unit's order with an unused

    order.

    Executing MarchesQ: Do I have to move units out of an area that I've

    placed a march order in?

    A: No, you may remove the March order for your turn

    and state that you are not moving your units.

    Controlling Areas With PowerQ: When establishing control of an area using a power

    marker, does the marker come from the stock of power

    that the player has already acquired or from the general

    supply?

    A: Power used to establish control of an area must come

    from a player's personal supply, i.e., available power.

    Q: Once I've placed a power marker to control an area,

    can I voluntarily remove it later? Is it removed from the

    board if I move my own units into that area later?

    A: No. The only way it can be removed is if it is

    destroyed by enemy units.

    Attacking Neutral ArmiesQ: Can you attack both a neutral army and an enemy

    army with the same march order?A: No. You can only make one attack with each march

    order, and attacking a neutral army still counts as your

    attack.

    Q: When an opponent is attacking a neutral army, can I

    provide support to the neutral army and increase its

    strength?

    A: No.

    Rivers

    Q. There are several land spaces that are divided bymajor rivers which are impassable to marching units.

    Does this apply to raiding and supporting units as well?

    A: Correct. You cannot move, raid, or support across a

    river (unless it's across a bridge).

    House CardsQ: When participating in a battle, do I have to play a

    House Card?

    A: Yes. However, note that House Cards are not played

    against neutral armies.

    Q: Are used House Cards public information? Can you

    look in your opponents' discard piles to see what House

    Cards they've played?

    A: House Cards are public knowledge, and you may ask

    to see an opponent's hand and discard pile unless they

    are currently in a battle and have already chosen a House

    Card.

    Q: Are Melisandre and Maester Luwin's special abilities

    meant to be done secretly between the involved players

    or should everyone know exactly which House Cards are

    involved?

    A: The effects of these cards are public knowledge.

    Q. If Tyrell attacks a region containing a single defend-

    ing Footman, and, for his House Card, he selects Ser

    Loras Tyrell ("Immediately kill one of your opponent's

    attacking or defending Footmen units"), is that an auto-

    matic victory, or do the defense and support values still

    count?

    A: Although not specifically stated in the rulebook,

    whenever the last unit on one side of a battle is eliminat-

    ed through a special ability, the battle immediately ends

    in victory for the side that still has units. The House

    Cards' strength is disregarded, and the House Cards arestill considered used.

    Q: When playing Melisandre, if my opponent has just

    used his last card on the battle, can I discard any one of

    his cards, or is her ability wasted?

    A: Because used House Cards are not picked back up

    until after all effects of the battle have resolved, her abil-

    ity is wasted.

    Q: When using Salladhar Saan (Ships provide no combat

    strength while supporting), and a Special Order Support

    +1 is played in an area with one Ship, how much combat

    strength is provided from that area?

    A: 1. Only the 1 from the Support +1 order actually

    counts. The ship technically has a 0 combat strength

    while supporting in this battle.

    Routed Units and RoutingQ: What happens to a unit that has nowhere to retreat to

    after losing a battle?

    A: A unit that cannot retreat after losing a battle is killed.

    Q: If I am unable to retreat a knight into a territorywhere my footman is routed, due to supply limits, can I

    choose to remove the routed footman instead of the

    knight?

    A: No. The retreating unit leaves the board if it cannot

    legally move back into an area.

    Q: If my opponent only has routed units on his side of a

    battle, are House Cards still played?

    A: Yes. Although routed units have a combat strength of

    0, they are still present for the battle and can win due to

    House Card play and other modifiers.

    Q: Can routed ships still transport troops?

    A: Yes.

    Removing UnitsQ: Can you voluntarily remove one of your units from

    play?

    A: No.

    Turn OrderQ: What order are units mustered in and casualties from

    Wildling attacks removed in?

    A: Normal turn order, as dictated by the Iron Thronetrack.

    Game Design A GAME OF THRONES Board Game:

    Christian T. Petersen

    Game Design A CLASH OF KING'S expansion:

    Christian T. Petersen

    Additional Development and Playtesting: Kevin

    Wilson, Darrell Hardy, Carl Hotchkiss, Eric Lang,

    John Goodenough, Scott Nicely, Eric ('Mace') Tyrell,

    Greg Benage, Patrick Harrigan.

    Cover Illustration: Thomas Denmark

    Other Illustration and Artwork: Bob Stevlic, Anders

    Finer, Roman V. Papsuev, Timothy Truman, Jim

    Pavelec, Sedone Thongvilay, Franz Vohwinkel, Mark

    Evans, Thomas Gianni, Chris Dien, Kory Heinzen

    John Matson, Martina Pilcerova, Jean Tay

    Icons and Graphic Design: Scott Nicely

    Rules: Christian T. Petersen

    Editing: Greg Benage

    Publisher: Christian T. Petersen

    Production Administration: Darrell Hardy

    Special Thanks to George RR Martin for his trust in theFantasy Flight development team.

    For support, updates, and news, please visit:

    WWW.FANTASYFLIGHTGAMES .COM

    Based on the A SONG OF ICE AND FIRE novels by

    George R.R Martin. Used under license.

    A GAME OF THRONES, A CLASH OF KINGS, and A

    SONG OF ICE AND FIRE Copyright 2004 George R.R.Martin. Used under license. The A GAME OF

    THRONES BOARD GAME and the A CLASH OF

    KINGS EXPANSION SET are trademarks of Fantasy

    Flight Publishing, Inc., all rights reserved. Game Design

    Copyright 2004 Fantasy Flight Publishing, Inc. This

    product, or any parts hereof, may not be reproduced

    without the specific permission of the publisher.

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    The One-Time Orders

    Recruit (Consolidate P ower)Immediately muster in this area (following the normal rules for mustering

    and supply).

    Supply Caravan (Consolidate P ower)Immediately advance your Barrel on the Supply Track a number of spacesequal to the number of Barrel icons in this area. Note that your Supply level

    will be reconciled to its true level when the next Supply Westeros card is

    resolved.

    Forced March (March)Immediately move any number of your adjacent units into this area (follow-

    ing the rules of supply).

    The I ron Fleet (Raid) G reyjoy OnlyImmediately remove any two adjacent orders (except for other One-Time

    orders).

    The Young Wolf (Raid) Stark OnlyImmediately use this order as if it were a March Order. No battles may be start-

    ed as a result of this order (thus you cannot move into an area containing

    enemy units).

    The Might of Highgarden (Consolidate P ower) T yrell OnlyDiscard a House Card from your hand to immediately steal its Combat Strength

    in Power tokens from any combination of adjacent players.

    The Lions Cunning (Raid) Lannister OnlyName an adjacent House. That House may not March, Support, or Raid

    against (but may still support in defense of) an area controlled by House

    Lannister for the rest of the turn.

    The Scorpions Sting (Raid) Martell OnlyChoose and Discard one House Card from every player with units adjacent

    to this area. Melisandre (Baratheon) or a players last House Card cannot

    be chosen.

    The Will of Rhllor (Raid) Baratheon OnlyDiscard the Melisandre House Card from your hand to do one of the fol-

    lowing: a) remove a Defense Orders anywhere on the board, or b) remove a

    Support orders anywhere on the board

    Take control of one of the great Houses of Westeros

    and pit your favorite characters against each other!

    George R.R. Martins A SONG OF ICE AND FIRE

    series comes to life in this collectible card game of

    conquest, battle, intrigue, and betrayal.

    The A GAME OF THRONES Collectible Card Game

    is available at hobby game stores e verywhere, or

    online at:

    WWW.FANTASYFLIGHTGAMES .COM